
Gaming in academic libraries
Audio-visual aidsSpecial collectionsStudy and teaching (Higher)Public relationsMarketingElectronic gamesLibrariesLibrary orientation for college students
This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.
Writing a summary for young readers…
For young readers
Book data: Open Library